Fix Large Terrain Performance Issues #10
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map_editor.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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map_editor/camera_boundary_mesh.res (Stored with Git LFS)
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map_editor/camera_boundary_mesh.res (Stored with Git LFS)
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map_editor/edit_mode_button_group.res (Stored with Git LFS)
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map_editor/edit_mode_button_group.res (Stored with Git LFS)
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@ -1,143 +0,0 @@
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class_name MapEditorController extends Node
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##
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## Default elevation height for terrain.
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##
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const DEFAULT_ELEVATION := 0.5
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var _brush_selected := 0
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@export
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var _registered_brushes: Array[Image] = []
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@export
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var _registered_paints: Array[TerrainPaint] = []
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var _paint_selected_erase := 0
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var _paint_selected_blue := 0
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var _paint_selected_green := 0
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var _paint_selected_red := 0
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##
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##
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##
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var smooth_elevation := DEFAULT_ELEVATION
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##
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##
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##
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func disable_controls() -> void:
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set_process(false)
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##
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##
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##
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func enable_controls() -> void:
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set_process(true)
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##
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##
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##
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func get_registered_brushes() -> Array[Image]:
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return _registered_brushes
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##
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##
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##
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func get_registered_paints() -> Array[TerrainPaint]:
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return _registered_paints
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##
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##
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##
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func get_selected_brush() -> int:
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return _brush_selected
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##
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##
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##
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func get_selected_paint_blue() -> int:
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return _paint_selected_blue
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##
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##
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##
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func get_selected_paint_erase() -> int:
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return _paint_selected_erase
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##
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##
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##
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func get_selected_paint_green() -> int:
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return _paint_selected_green
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##
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##
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##
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func get_selected_paint_red() -> int:
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return _paint_selected_red
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##
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## Registers [code]brush_mask[/code] as a usable brush option in the editor.
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##
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func register_brush(brush_mask: Image) -> void:
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_registered_brushes.append(brush_mask)
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##
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## Registers [code]terrain_paint[/code] as a usable paint option in the editor.
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##
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func register_paint(terrain_paint: TerrainPaint) -> void:
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_registered_paints.append(terrain_paint)
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##
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## Resets the editor settings to their initial values.
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##
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func reset() -> void:
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select_brush(0)
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select_paint_erase(0)
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select_paint_red(0)
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select_paint_green(0)
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select_paint_blue(0)
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##
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##
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##
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func select_brush(selected_index: int) -> void:
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assert((selected_index >= 0) or (selected_index < _registered_brushes.size()))
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_brush_selected = selected_index
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##
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##
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##
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func select_paint_blue(selected_index: int) -> void:
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assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
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_paint_selected_blue = selected_index
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##
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##
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##
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func select_paint_erase(selected_index: int) -> void:
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assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
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_paint_selected_erase = selected_index
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##
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##
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##
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func select_paint_green(selected_index: int) -> void:
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assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
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_paint_selected_green = selected_index
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##
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##
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##
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func select_paint_red(selected_index: int) -> void:
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assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
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_paint_selected_red = selected_index
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@ -1,27 +1,33 @@
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class_name DynamicTerrainInstance3D extends TerrainInstance3D
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class_name MapEditorTerrainCanvas extends Node
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##
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## Blank sample value.
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##
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const BLANK := Color(0.0, 0.0, 0.0, 0.0)
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var _editable_image: Image
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var _editable_image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
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var _editable_texture: ImageTexture
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var _editable_texture := ImageTexture.create_from_image(_editable_image)
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##
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##
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##
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var size := Vector2i.ONE:
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kayomn marked this conversation as resolved
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set(value):
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size = Vector2(maxi(size.x, value.x), maxi(size.y, value.y))
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_editable_image.resize(size.x, size.y)
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_editable_texture.set_image(_editable_image)
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func _get_brush_area(point: Vector2i, mask_size: Vector2i, mask_scale: float) -> Rect2i:
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# Convert worldspace point to image-space coordinates for mask.
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var scaled_mask_size := Vector2i(mask_size * mask_scale)
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return Rect2i((point + Vector2i(get_size() * 0.5)) - Vector2i(scaled_mask_size * 0.5), scaled_mask_size)
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return Rect2i((point + Vector2i(size * 0.5)) -
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Vector2i(scaled_mask_size * 0.5), scaled_mask_size)
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func _init() -> void:
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super._init()
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_editable_image = Image.create(1, 1, false, Image.FORMAT_RGBAF)
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_editable_texture = ImageTexture.create_from_image(_editable_image)
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super.resize(Vector2i.ONE)
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func _get_editable_area() -> Rect2i:
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return Rect2i(Vector2i.ZERO, size).grow(-1)
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##
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## Clears the terrain map to the value of [code]clear_elevation[/code].
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@ -30,17 +36,23 @@ func clear(clear_elevation: float) -> void:
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_editable_image.fill(Color(0.0, 0.0, 0.0, clampf(clear_elevation, 0.0, 1.0)))
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_editable_texture.update(_editable_image)
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##
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##
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##
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func get_texture() -> void:
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Missing doc comment. Missing doc comment.
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return _editable_texture
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##
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## Oscillates the height of terrain toward a value of [member height_scale] (multiplied by
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## [code]level[/code]) around the area of [code]point[/code] determined by [code]mask[/code]
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## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code].
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##
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func oscillate(point: Vector2i, level: float, mask: Image, mask_scale: float, intensity: float) -> void:
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func oscillate(level: float, point: Vector2i, mask: Image, mask_scale: float, intensity: float) -> void:
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var mask_size := mask.get_size()
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var brush_source := _get_brush_area(point, mask_size, mask_scale)
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if brush_source.has_area():
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var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source)
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var brush_target := _get_editable_area().intersection(brush_source)
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if brush_target.has_area():
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var mask_ratio := mask_size / brush_source.size
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@ -64,12 +76,12 @@ func oscillate(point: Vector2i, level: float, mask: Image, mask_scale: float, in
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## [code]intensity[/code] around the area of [code]point[/code] determined by [code]mask[/code]
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## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code].
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##
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func paint(point: Vector2i, color: Color, mask: Image, mask_scale: float, intensity: float) -> void:
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func paint(color: Color, point: Vector2i, mask: Image, mask_scale: float, intensity: float) -> void:
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var mask_size := mask.get_size()
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var brush_source := _get_brush_area(point, mask_size, mask_scale)
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if brush_source.has_area():
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var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source)
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var brush_target := _get_editable_area().intersection(brush_source)
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if brush_target.has_area():
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var mask_ratio := mask_size / brush_source.size
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@ -92,23 +104,6 @@ func paint(point: Vector2i, color: Color, mask: Image, mask_scale: float, intens
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_editable_texture.update(_editable_image)
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##
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## Attempts to resize the terrain geometry and map to be equal to [code]size[/code] (in-engine
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## units), with [code]Vector2i.ONE[/code] as the minimum size.
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##
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## In the process of growing the terrain map, existing edge data will be copied to fill it out.
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##
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func resize(size: Vector2i) -> void:
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super.resize(size)
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var actual_size := get_size()
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_editable_image.resize(actual_size.x, actual_size.y)
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_editable_texture = ImageTexture.create_from_image(_editable_image)
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update_terrain(_editable_texture)
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##
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## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning
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## its respective [Color] value.
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@ -117,7 +112,6 @@ func resize(size: Vector2i) -> void:
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## instead.
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##
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func sample(point: Vector2i) -> Color:
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var size := get_size()
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var image_point := point + Vector2i(size * 0.5)
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if Rect2i(Vector2i.ZERO, size).has_point(image_point):
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BIN
map_editor/menus_theme.res (Stored with Git LFS)
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map_editor/menus_theme.res (Stored with Git LFS)
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@ -9,20 +9,15 @@
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config_version=5
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_global_script_classes=[{
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"base": "TerrainInstance3D",
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"class": &"DynamicTerrainInstance3D",
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"language": &"GDScript",
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"path": "res://terrain/dynamic_terrain_instance_3d.gd"
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}, {
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"base": "HFlowContainer",
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"class": &"ItemSelection",
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"language": &"GDScript",
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"path": "res://user_interface/button_selection.gd"
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}, {
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"base": "Node",
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"class": &"MapEditorController",
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"class": &"MapEditorTerrainCanvas",
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"language": &"GDScript",
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"path": "res://map_editor/map_editor_controller.gd"
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"path": "res://map_editor/map_editor_terrain_canvas.gd"
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}, {
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"base": "Node3D",
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"class": &"PlayerController",
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@ -45,9 +40,8 @@ _global_script_classes=[{
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"path": "res://terrain/paints/terrain_paint.gd"
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}]
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_global_script_class_icons={
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"DynamicTerrainInstance3D": "",
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"ItemSelection": "",
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"MapEditorController": "",
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"MapEditorTerrainCanvas": "",
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"PlayerController": "",
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"Settings": "",
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"TerrainInstance3D": "",
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@ -4,7 +4,7 @@ const int MAP_COUNT = 4;
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uniform sampler2D[MAP_COUNT] ALBEDO_MAPS;
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uniform float MAX_HEIGHT = 100.0;
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uniform float HEIGHT_SCALE = 100.0;
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uniform sampler2D[MAP_COUNT] NORMAL_MAPS;
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@ -39,7 +39,7 @@ void fragment() {
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}
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float height(vec2 uv) {
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return MAX_HEIGHT * texture(TERRAIN_MAP, uv).a;
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return HEIGHT_SCALE * texture(TERRAIN_MAP, uv).a;
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}
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void vertex() {
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@ -1,87 +1,79 @@
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@tool
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class_name TerrainInstance3D extends GeometryInstance3D
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##
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## Identifier constant for a paint slot channel.
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##
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const _DETAIL := 2
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const _SHADER := preload("res://terrain/terrain.gdshader")
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enum PaintSlot {
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kayomn marked this conversation as resolved
Outdated
kayomn
commented
Is this enum used anywhere anymore? Is this enum used anywhere anymore?
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ERASE,
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RED,
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GREEN,
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BLUE,
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ALPHA,
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}
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const _DETAIL := 2
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var _albedo_map_textures: Array[Texture2D] = [null, null, null, null]
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var _albedo_maps: Array[Texture2D] = [null, null, null, null]
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var _material := ShaderMaterial.new()
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var _normal_map_textures: Array[Texture2D] = [null, null, null, null]
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var _mesh := PlaneMesh.new()
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var _normal_maps: Array[Texture2D] = [null, null, null, null]
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##
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##
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## The height scale range that is used to determine the minimums and maximums of the terrain map.
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##
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@export
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var height_scale := 100.0:
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get:
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return height_scale
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set(value):
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_material.set_shader_parameter("MAX_HEIGHT", value)
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value = maxf(value, 1.0)
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height_scale = max(value, 0.0)
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if not(is_equal_approx(value, height_scale)):
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_material.set_shader_parameter("HEIGHT_SCALE", value)
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var _size := Vector2i.ZERO
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height_scale = value
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##
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## Size of the terrain geometry (in engine units).
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##
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@export
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var size := Vector2i.ONE:
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set(value):
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value = Vector2i(maxi(value.x, 1), maxi(value.y, 1))
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if (value.x != size.x) or (value.y != size.y):
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_mesh.subdivide_width = value.x * _DETAIL
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_mesh.subdivide_depth = value.y * _DETAIL
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_mesh.size = value
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_material.set_shader_parameter("SIZE", value)
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size = value
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func _init() -> void:
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_material.shader = preload("res://terrain/terrain.gdshader")
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_material.shader = _SHADER
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RenderingServer.instance_set_base(get_instance(), _mesh)
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_mesh.surface_set_material(0, _material)
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RenderingServer.instance_set_base(get_instance(), _mesh)
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##
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## Returns the size of the terrain mesh (as in-engine units).
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## Updates the terrain map being used by the terrain to be [code]terrain_map[/code].
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##
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func get_size() -> Vector2i:
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return _size
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func update_map(terrain_map: Texture2D) -> void:
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_material.set_shader_parameter("TERRAIN_MAP", terrain_map)
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##
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## Attempts to resize the terrain to be equal to [code]size[/code] (in-engine units), with
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## [code]Vector2i.ONE[/code] as the minimum size.
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##
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func resize(size: Vector2i) -> void:
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var width := maxi(size.x, 1)
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var height := maxi(size.y, 1)
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if (width != _size.x) or (height != _size.y):
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_mesh.subdivide_width = width * _DETAIL
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_mesh.subdivide_depth = height * _DETAIL
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_mesh.size = size
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_material.set_shader_parameter("SIZE", Vector2(size))
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_size = size
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##
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## Updates the paint used by the paint channel identified by [code]paint_slot[/code] to
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## Updates the [TerrainPaint] being used by the terrain in [code]paint_slot[/code] to be
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## [code]terrain_paint[/code].
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##
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func update_paint(paint_slot: PaintSlot, paint: TerrainPaint) -> void:
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if paint == null:
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_albedo_map_textures[paint_slot] = null
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_normal_map_textures[paint_slot] = null
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func update_paint(paint_slot: PaintSlot, terrain_paint: TerrainPaint) -> void:
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if _albedo_maps[paint_slot] != terrain_paint.albedo_map:
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_albedo_maps[paint_slot] = terrain_paint.albedo_map
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else:
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_albedo_map_textures[paint_slot] = paint.albedo_map
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_normal_map_textures[paint_slot] = paint.normal_map
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_material.set_shader_parameter("ALBEDO_MAPS", _albedo_maps)
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_material.set_shader_parameter("ALBEDO_MAPS", _albedo_map_textures)
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_material.set_shader_parameter("NORMAL_MAPS", _normal_map_textures)
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if _normal_maps[paint_slot] != terrain_paint.normal_map:
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_normal_maps[paint_slot] = terrain_paint.normal_map
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##
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## Updates the terrain map to [code]terrain_map[/code].
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##
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func update_terrain(terrain_map: Texture2D) -> void:
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_material.set_shader_parameter("TERRAIN_MAP", terrain_map)
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_material.set_shader_parameter("NORMAL_MAPS", _normal_maps)
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Loading…
Reference in New Issue
Missing doc comment.